Shader "Lch/FromShaderGraph/Shader_AC_Rubber"
{
    Properties
    {
        [NoScaleOffset]_HiddenMaskPic("HiddenMaskPic", 2D) = "white" {}
        [NoScaleOffset]_Spirit_Pic("Spirit_Pic", 2D) = "white" {}
        _Animation_Speed("Animation_Speed", Float) = 1
        _Panner_Speed("Panner_Speed", Vector) = (0.1, 0, 0, 0)
        _slope("slope", Float) = 0
        _Spirit_WHNumber("Spirit_WHNumber", Vector) = (3, 3, 0, 0)
        _Brightness("Brightness", Float) = 1
        _TilingNumber("TilingNumber", Vector) = (1, 1, 0, 0)
        [HideInInspector]_CastShadows("_CastShadows", Float) = 0
        [HideInInspector]_Surface("_Surface", Float) = 0
        [HideInInspector]_Blend("_Blend", Float) = 0
        [HideInInspector]_AlphaClip("_AlphaClip", Float) = 1
        [HideInInspector]_SrcBlend("_SrcBlend", Float) = 1
        [HideInInspector]_DstBlend("_DstBlend", Float) = 0
        [HideInInspector][ToggleUI]_ZWrite("_ZWrite", Float) = 1
        [HideInInspector]_ZWriteControl("_ZWriteControl", Float) = 0
        [HideInInspector]_ZTest("_ZTest", Float) = 4
        [HideInInspector]_Cull("_Cull", Float) = 0
        [HideInInspector]_AlphaToMask("_AlphaToMask", Float) = 1
        [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
        [HideInInspector]_QueueControl("_QueueControl", Float) = -1
        [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
    }
    SubShader
    {
        Tags
        {
            "RenderPipeline"="UniversalPipeline"
            "RenderType"="Opaque"
            "UniversalMaterialType" = "Unlit"
            "Queue"="AlphaTest"
            "DisableBatching"="False"
            "ShaderGraphShader"="true"
            "ShaderGraphTargetId"="UniversalUnlitSubTarget"
        }
        Pass
        {
            Name "Universal Forward"
            Tags
            {
                // LightMode: <None>
            }
        
        // Render State
        Cull [_Cull]
        Blend [_SrcBlend] [_DstBlend]
        ZTest [_ZTest]
        ZWrite [_ZWrite]
        AlphaToMask [_AlphaToMask]
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
        // Pragmas
        #pragma target 2.0
        //#pragma multi_compile_instancing
        #pragma multi_compile   _ FOG_LINEAR   
        #pragma instancing_options renderinglayer
        #pragma vertex vert
        #pragma fragment frag
        
        // Keywords
        #pragma multi_compile _ LIGHTMAP_ON
 
        #pragma multi_compile   _SAMPLE_GI
 
        #define _SURFACE_TYPE_TRANSPARENT
 
        #pragma shader_feature_local_fragment _ _ALPHATEST_ON
        // GraphKeywords: <None>
        
        // Defines
        
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define VARYINGS_NEED_POSITION_WS
        #define VARYINGS_NEED_NORMAL_WS
        #define VARYINGS_NEED_TEXCOORD0
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_UNLIT
        #define _FOG_FRAGMENT 1
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        //#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float3 positionWS;
             float3 normalWS;
             float4 texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0 : INTERP0;
             float3 positionWS : INTERP1;
             float3 normalWS : INTERP2;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            output.texCoord0.xyzw = input.texCoord0;
            output.positionWS.xyz = input.positionWS;
            output.normalWS.xyz = input.normalWS;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            output.texCoord0 = input.texCoord0.xyzw;
            output.positionWS = input.positionWS.xyz;
            output.normalWS = input.normalWS.xyz;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        half _Animation_Speed;
        half2 _Panner_Speed;
        half _slope;
        float4 _HiddenMaskPic_TexelSize;
        float4 _Spirit_Pic_TexelSize;
        half2 _Spirit_WHNumber;
        half _Brightness;
        half2 _TilingNumber;
        CBUFFER_END
        
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_HiddenMaskPic);
        SAMPLER(sampler_HiddenMaskPic);
        TEXTURE2D(_Spirit_Pic);
        SAMPLER(sampler_Spirit_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_Multiply_half_half(half A, half B, out half Out)
        {
            Out = A * B;
        }
        
        void Unity_Flipbook_float (float2 UV, float Width, float Height, float Tile, float2 Invert, out float2 Out)
        {
            Tile = floor(fmod(Tile + float(0.00001), Width*Height));
            float2 tileCount = float2(1.0, 1.0) / float2(Width, Height);
            float base = floor((Tile + float(0.5)) * tileCount.x);
            float tileX = (Tile - Width * base);
            float tileY = base;
            Out = (UV + float2(tileX, tileY)) * tileCount;
        }
        
        void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
        {
            Out = A * B;
        }
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            half3 Position;
            half3 Normal;
            half3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float3 BaseColor;
            float Alpha;
            half AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            UnityTexture2D _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Spirit_Pic);
            float4 _UV_b2630f30df14441fa241b670d5fd1137_Out_0_Vector4 = IN.uv0;
            half2 _Property_c135d6b0e576433e9575f2375e20da62_Out_0_Vector2 = _TilingNumber;
            half2 _Property_97e6cd0e99b54226a2b8409cf2e0ccd2_Out_0_Vector2 = _Panner_Speed;
            float2 _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_97e6cd0e99b54226a2b8409cf2e0ccd2_Out_0_Vector2, _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2);
            float2 _TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2;
            Unity_TilingAndOffset_float((_UV_b2630f30df14441fa241b670d5fd1137_Out_0_Vector4.xy), _Property_c135d6b0e576433e9575f2375e20da62_Out_0_Vector2, _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2, _TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2);
            half2 _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2 = _Spirit_WHNumber;
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_R_1_Float = _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2[0];
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_G_2_Float = _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2[1];
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_B_3_Float = 0;
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_A_4_Float = 0;
            half _Property_81c5889415fc4ae18926728abeeb67b9_Out_0_Float = _Animation_Speed;
            half _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float;
            Unity_Multiply_half_half(IN.TimeParameters.x, _Property_81c5889415fc4ae18926728abeeb67b9_Out_0_Float, _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float);
            float2 _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2;
            float2 _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Invert = float2 (0, 0);
            Unity_Flipbook_float(_TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2, _Split_0d6d0ccdca7c43a3a53135c0e4785836_R_1_Float, _Split_0d6d0ccdca7c43a3a53135c0e4785836_G_2_Float, _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float, _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Invert, _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2);
            float4 _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.tex, _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.samplerstate, _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.GetTransformedUV(_Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2) );
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_R_4_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.r;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_G_5_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.g;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_B_6_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.b;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_A_7_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.a;
            half _Property_57df6fefa9b549758bc94a3b95bb2053_Out_0_Float = _Brightness;
            float4 _Multiply_1fe3daa9866d41bb9078a2899f06e3ab_Out_2_Vector4;
            Unity_Multiply_float4_float4(_SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4, (_Property_57df6fefa9b549758bc94a3b95bb2053_Out_0_Float.xxxx), _Multiply_1fe3daa9866d41bb9078a2899f06e3ab_Out_2_Vector4);
            UnityTexture2D _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_HiddenMaskPic);
            half4 _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.tex, _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.samplerstate, _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_R_4_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.r;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_G_5_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.g;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_B_6_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.b;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_A_7_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.a;
            float _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_3b5e2d013cb44320965dfa5160525636_R_4_Float, _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_A_7_Float, _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float);
            surface.BaseColor = (_Multiply_1fe3daa9866d41bb9078a2899f06e3ab_Out_2_Vector4.xyz);
            surface.Alpha = _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float;
            surface.AlphaClipThreshold = half(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
        Pass
        {
            Name "DepthOnly"
            Tags
            {
                "LightMode" = "DepthOnly"
            }
        
        // Render State
        Cull [_Cull]
        ZTest LEqual
        ZWrite On
        ColorMask R
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
    
        //#pragma multi_compile_instancing
        #pragma vertex vert
        #pragma fragment frag
        
        // Keywords
        #pragma shader_feature_local_fragment _ _ALPHATEST_ON
        // GraphKeywords: <None>
        
        // Defines
        
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define VARYINGS_NEED_TEXCOORD0
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_DEPTHONLY
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        //#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0 : INTERP0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            output.texCoord0.xyzw = input.texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            output.texCoord0 = input.texCoord0.xyzw;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        half _Animation_Speed;
        half2 _Panner_Speed;
        half _slope;
        float4 _HiddenMaskPic_TexelSize;
        float4 _Spirit_Pic_TexelSize;
        half2 _Spirit_WHNumber;
        half _Brightness;
        half2 _TilingNumber;
        CBUFFER_END
        
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_HiddenMaskPic);
        SAMPLER(sampler_HiddenMaskPic);
        TEXTURE2D(_Spirit_Pic);
        SAMPLER(sampler_Spirit_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_Multiply_half_half(half A, half B, out half Out)
        {
            Out = A * B;
        }
        
        void Unity_Flipbook_float (float2 UV, float Width, float Height, float Tile, float2 Invert, out float2 Out)
        {
            Tile = floor(fmod(Tile + float(0.00001), Width*Height));
            float2 tileCount = float2(1.0, 1.0) / float2(Width, Height);
            float base = floor((Tile + float(0.5)) * tileCount.x);
            float tileX = (Tile - Width * base);
            float tileY = base;
            Out = (UV + float2(tileX, tileY)) * tileCount;
        }
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            half3 Position;
            half3 Normal;
            half3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float Alpha;
            half AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            UnityTexture2D _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_HiddenMaskPic);
            half4 _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.tex, _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.samplerstate, _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_R_4_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.r;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_G_5_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.g;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_B_6_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.b;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_A_7_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.a;
            UnityTexture2D _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Spirit_Pic);
            float4 _UV_b2630f30df14441fa241b670d5fd1137_Out_0_Vector4 = IN.uv0;
            half2 _Property_c135d6b0e576433e9575f2375e20da62_Out_0_Vector2 = _TilingNumber;
            half2 _Property_97e6cd0e99b54226a2b8409cf2e0ccd2_Out_0_Vector2 = _Panner_Speed;
            float2 _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_97e6cd0e99b54226a2b8409cf2e0ccd2_Out_0_Vector2, _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2);
            float2 _TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2;
            Unity_TilingAndOffset_float((_UV_b2630f30df14441fa241b670d5fd1137_Out_0_Vector4.xy), _Property_c135d6b0e576433e9575f2375e20da62_Out_0_Vector2, _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2, _TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2);
            half2 _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2 = _Spirit_WHNumber;
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_R_1_Float = _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2[0];
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_G_2_Float = _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2[1];
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_B_3_Float = 0;
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_A_4_Float = 0;
            half _Property_81c5889415fc4ae18926728abeeb67b9_Out_0_Float = _Animation_Speed;
            half _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float;
            Unity_Multiply_half_half(IN.TimeParameters.x, _Property_81c5889415fc4ae18926728abeeb67b9_Out_0_Float, _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float);
            float2 _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2;
            float2 _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Invert = float2 (0, 0);
            Unity_Flipbook_float(_TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2, _Split_0d6d0ccdca7c43a3a53135c0e4785836_R_1_Float, _Split_0d6d0ccdca7c43a3a53135c0e4785836_G_2_Float, _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float, _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Invert, _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2);
            float4 _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.tex, _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.samplerstate, _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.GetTransformedUV(_Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2) );
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_R_4_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.r;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_G_5_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.g;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_B_6_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.b;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_A_7_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.a;
            float _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_3b5e2d013cb44320965dfa5160525636_R_4_Float, _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_A_7_Float, _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float);
            surface.Alpha = _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float;
            surface.AlphaClipThreshold = half(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
        Pass
        {
            Name "DepthNormalsOnly"
            Tags
            {
                "LightMode" = "DepthNormalsOnly"
            }
        
        // Render State
        Cull [_Cull]
        ZTest LEqual
        ZWrite On
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
        // Pragmas
        #pragma target 2.0
        //#pragma multi_compile_instancing
        #pragma vertex vert
        #pragma fragment frag
        
        // Keywords
 
        #define _SURFACE_TYPE_TRANSPARENT
       
        #pragma shader_feature_local_fragment _ _ALPHAMODULATE_ON
        #pragma shader_feature_local_fragment _ _ALPHATEST_ON
        // GraphKeywords: <None>
        
        // Defines
        
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define VARYINGS_NEED_NORMAL_WS
        #define VARYINGS_NEED_TEXCOORD0
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float3 normalWS;
             float4 texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0 : INTERP0;
             float3 normalWS : INTERP1;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            output.texCoord0.xyzw = input.texCoord0;
            output.normalWS.xyz = input.normalWS;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            output.texCoord0 = input.texCoord0.xyzw;
            output.normalWS = input.normalWS.xyz;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        half _Animation_Speed;
        half2 _Panner_Speed;
        half _slope;
        float4 _HiddenMaskPic_TexelSize;
        float4 _Spirit_Pic_TexelSize;
        half2 _Spirit_WHNumber;
        half _Brightness;
        half2 _TilingNumber;
        CBUFFER_END
        
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_HiddenMaskPic);
        SAMPLER(sampler_HiddenMaskPic);
        TEXTURE2D(_Spirit_Pic);
        SAMPLER(sampler_Spirit_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_Multiply_half_half(half A, half B, out half Out)
        {
            Out = A * B;
        }
        
        void Unity_Flipbook_float (float2 UV, float Width, float Height, float Tile, float2 Invert, out float2 Out)
        {
            Tile = floor(fmod(Tile + float(0.00001), Width*Height));
            float2 tileCount = float2(1.0, 1.0) / float2(Width, Height);
            float base = floor((Tile + float(0.5)) * tileCount.x);
            float tileX = (Tile - Width * base);
            float tileY = base;
            Out = (UV + float2(tileX, tileY)) * tileCount;
        }
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            half3 Position;
            half3 Normal;
            half3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float Alpha;
            half AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            UnityTexture2D _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_HiddenMaskPic);
            half4 _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.tex, _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.samplerstate, _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_R_4_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.r;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_G_5_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.g;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_B_6_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.b;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_A_7_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.a;
            UnityTexture2D _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Spirit_Pic);
            float4 _UV_b2630f30df14441fa241b670d5fd1137_Out_0_Vector4 = IN.uv0;
            half2 _Property_c135d6b0e576433e9575f2375e20da62_Out_0_Vector2 = _TilingNumber;
            half2 _Property_97e6cd0e99b54226a2b8409cf2e0ccd2_Out_0_Vector2 = _Panner_Speed;
            float2 _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_97e6cd0e99b54226a2b8409cf2e0ccd2_Out_0_Vector2, _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2);
            float2 _TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2;
            Unity_TilingAndOffset_float((_UV_b2630f30df14441fa241b670d5fd1137_Out_0_Vector4.xy), _Property_c135d6b0e576433e9575f2375e20da62_Out_0_Vector2, _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2, _TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2);
            half2 _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2 = _Spirit_WHNumber;
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_R_1_Float = _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2[0];
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_G_2_Float = _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2[1];
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_B_3_Float = 0;
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_A_4_Float = 0;
            half _Property_81c5889415fc4ae18926728abeeb67b9_Out_0_Float = _Animation_Speed;
            half _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float;
            Unity_Multiply_half_half(IN.TimeParameters.x, _Property_81c5889415fc4ae18926728abeeb67b9_Out_0_Float, _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float);
            float2 _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2;
            float2 _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Invert = float2 (0, 0);
            Unity_Flipbook_float(_TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2, _Split_0d6d0ccdca7c43a3a53135c0e4785836_R_1_Float, _Split_0d6d0ccdca7c43a3a53135c0e4785836_G_2_Float, _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float, _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Invert, _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2);
            float4 _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.tex, _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.samplerstate, _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.GetTransformedUV(_Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2) );
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_R_4_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.r;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_G_5_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.g;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_B_6_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.b;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_A_7_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.a;
            float _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_3b5e2d013cb44320965dfa5160525636_R_4_Float, _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_A_7_Float, _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float);
            surface.Alpha = _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float;
            surface.AlphaClipThreshold = half(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
        Pass
        {
            Name "ShadowCaster"
            Tags
            {
                "LightMode" = "ShadowCaster"
            }
        
        // Render State
        Cull [_Cull]
        ZTest LEqual
        ZWrite On
        ColorMask 0
        
        // Debug
        // <None>
        
        // --------------------------------------------------
        // Pass
        
        HLSLPROGRAM
        
        // Pragmas
        //#pragma target 2.0
        //#pragma multi_compile_instancing
        #pragma vertex vert
        #pragma fragment frag
        
        // Keywords
 
        #pragma shader_feature_local_fragment _ _ALPHATEST_ON
        // GraphKeywords: <None>
        
        // Defines
        
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define VARYINGS_NEED_NORMAL_WS
        #define VARYINGS_NEED_TEXCOORD0
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_SHADOWCASTER
        
        
        // custom interpolator pre-include
        /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
        
        // Includes
        //#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
        //#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
        // --------------------------------------------------
        // Structs and Packing
        
        // custom interpolators pre packing
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
        
        struct Attributes
        {
             float3 positionOS : POSITION;
             float3 normalOS : NORMAL;
             float4 tangentOS : TANGENT;
             float4 uv0 : TEXCOORD0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : INSTANCEID_SEMANTIC;
            #endif
        };
        struct Varyings
        {
             float4 positionCS : SV_POSITION;
             float3 normalWS;
             float4 texCoord0;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        struct SurfaceDescriptionInputs
        {
             float4 uv0;
             float3 TimeParameters;
        };
        struct VertexDescriptionInputs
        {
             float3 ObjectSpaceNormal;
             float3 ObjectSpaceTangent;
             float3 ObjectSpacePosition;
        };
        struct PackedVaryings
        {
             float4 positionCS : SV_POSITION;
             float4 texCoord0 : INTERP0;
             float3 normalWS : INTERP1;
            #if UNITY_ANY_INSTANCING_ENABLED
             uint instanceID : CUSTOM_INSTANCE_ID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
             uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
             uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
             FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
            #endif
        };
        
        PackedVaryings PackVaryings (Varyings input)
        {
            PackedVaryings output;
            ZERO_INITIALIZE(PackedVaryings, output);
            output.positionCS = input.positionCS;
            output.texCoord0.xyzw = input.texCoord0;
            output.normalWS.xyz = input.normalWS;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        Varyings UnpackVaryings (PackedVaryings input)
        {
            Varyings output;
            output.positionCS = input.positionCS;
            output.texCoord0 = input.texCoord0.xyzw;
            output.normalWS = input.normalWS.xyz;
            #if UNITY_ANY_INSTANCING_ENABLED
            output.instanceID = input.instanceID;
            #endif
            #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
            output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
            #endif
            #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
            output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
            #endif
            #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
            output.cullFace = input.cullFace;
            #endif
            return output;
        }
        
        
        // --------------------------------------------------
        // Graph
        
        // Graph Properties
        CBUFFER_START(UnityPerMaterial)
        half _Animation_Speed;
        half2 _Panner_Speed;
        half _slope;
        float4 _HiddenMaskPic_TexelSize;
        float4 _Spirit_Pic_TexelSize;
        half2 _Spirit_WHNumber;
        half _Brightness;
        half2 _TilingNumber;
        CBUFFER_END
        
        
        // Object and Global properties
        SAMPLER(SamplerState_Linear_Repeat);
        TEXTURE2D(_HiddenMaskPic);
        SAMPLER(sampler_HiddenMaskPic);
        TEXTURE2D(_Spirit_Pic);
        SAMPLER(sampler_Spirit_Pic);
        
        // Graph Includes
        // GraphIncludes: <None>
        
        // -- Property used by ScenePickingPass
        #ifdef SCENEPICKINGPASS
        float4 _SelectionID;
        #endif
        
        // -- Properties used by SceneSelectionPass
        #ifdef SCENESELECTIONPASS
        int _ObjectId;
        int _PassValue;
        #endif
        
        // Graph Functions
        
        void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
        {
            Out = A * B;
        }
        
        void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
        {
            Out = UV * Tiling + Offset;
        }
        
        void Unity_Multiply_half_half(half A, half B, out half Out)
        {
            Out = A * B;
        }
        
        void Unity_Flipbook_float (float2 UV, float Width, float Height, float Tile, float2 Invert, out float2 Out)
        {
            Tile = floor(fmod(Tile + float(0.00001), Width*Height));
            float2 tileCount = float2(1.0, 1.0) / float2(Width, Height);
            float base = floor((Tile + float(0.5)) * tileCount.x);
            float tileX = (Tile - Width * base);
            float tileY = base;
            Out = (UV + float2(tileX, tileY)) * tileCount;
        }
        
        void Unity_Multiply_float_float(float A, float B, out float Out)
        {
            Out = A * B;
        }
        
        // Custom interpolators pre vertex
        /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
        
        // Graph Vertex
        struct VertexDescription
        {
            half3 Position;
            half3 Normal;
            half3 Tangent;
        };
        
        VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
        {
            VertexDescription description = (VertexDescription)0;
            description.Position = IN.ObjectSpacePosition;
            description.Normal = IN.ObjectSpaceNormal;
            description.Tangent = IN.ObjectSpaceTangent;
            return description;
        }
        
        // Custom interpolators, pre surface
        #ifdef FEATURES_GRAPH_VERTEX
        Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
        {
        return output;
        }
        #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
        #endif
        
        // Graph Pixel
        struct SurfaceDescription
        {
            float Alpha;
            half AlphaClipThreshold;
        };
        
        SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
        {
            SurfaceDescription surface = (SurfaceDescription)0;
            UnityTexture2D _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_HiddenMaskPic);
            half4 _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.tex, _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.samplerstate, _Property_496fdac494c749528709dfc75144f3c0_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_R_4_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.r;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_G_5_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.g;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_B_6_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.b;
            half _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_A_7_Float = _SampleTexture2D_3b5e2d013cb44320965dfa5160525636_RGBA_0_Vector4.a;
            UnityTexture2D _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Spirit_Pic);
            float4 _UV_b2630f30df14441fa241b670d5fd1137_Out_0_Vector4 = IN.uv0;
            half2 _Property_c135d6b0e576433e9575f2375e20da62_Out_0_Vector2 = _TilingNumber;
            half2 _Property_97e6cd0e99b54226a2b8409cf2e0ccd2_Out_0_Vector2 = _Panner_Speed;
            float2 _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2;
            Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_97e6cd0e99b54226a2b8409cf2e0ccd2_Out_0_Vector2, _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2);
            float2 _TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2;
            Unity_TilingAndOffset_float((_UV_b2630f30df14441fa241b670d5fd1137_Out_0_Vector4.xy), _Property_c135d6b0e576433e9575f2375e20da62_Out_0_Vector2, _Multiply_1c89ee4b7665434d8348d0bde2aa6549_Out_2_Vector2, _TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2);
            half2 _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2 = _Spirit_WHNumber;
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_R_1_Float = _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2[0];
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_G_2_Float = _Property_a8b2975d71744728b5287bfa2b03d957_Out_0_Vector2[1];
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_B_3_Float = 0;
            half _Split_0d6d0ccdca7c43a3a53135c0e4785836_A_4_Float = 0;
            half _Property_81c5889415fc4ae18926728abeeb67b9_Out_0_Float = _Animation_Speed;
            half _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float;
            Unity_Multiply_half_half(IN.TimeParameters.x, _Property_81c5889415fc4ae18926728abeeb67b9_Out_0_Float, _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float);
            float2 _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2;
            float2 _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Invert = float2 (0, 0);
            Unity_Flipbook_float(_TilingAndOffset_7318ef77902e4c308032dbb05d43554f_Out_3_Vector2, _Split_0d6d0ccdca7c43a3a53135c0e4785836_R_1_Float, _Split_0d6d0ccdca7c43a3a53135c0e4785836_G_2_Float, _Multiply_ec87f72ef26040d1af460f5c456aee7a_Out_2_Float, _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Invert, _Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2);
            float4 _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.tex, _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.samplerstate, _Property_bde06d097c1f445889157afe894fee00_Out_0_Texture2D.GetTransformedUV(_Flipbook_c2571ee5b7ac4697abbaa60d1cf7fa80_Out_4_Vector2) );
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_R_4_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.r;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_G_5_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.g;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_B_6_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.b;
            float _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_A_7_Float = _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_RGBA_0_Vector4.a;
            float _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float;
            Unity_Multiply_float_float(_SampleTexture2D_3b5e2d013cb44320965dfa5160525636_R_4_Float, _SampleTexture2D_73e018f3a3b24336a385d6f5a2812d52_A_7_Float, _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float);
            surface.Alpha = _Multiply_249830dc1ed3438b9cfadfb6648683ba_Out_2_Float;
            surface.AlphaClipThreshold = half(0.5);
            return surface;
        }
        
        // --------------------------------------------------
        // Build Graph Inputs
        #ifdef HAVE_VFX_MODIFICATION
        #define VFX_SRP_ATTRIBUTES Attributes
        #define VFX_SRP_VARYINGS Varyings
        #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
        #endif
        VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
        {
            VertexDescriptionInputs output;
            ZERO_INITIALIZE(VertexDescriptionInputs, output);
        
            output.ObjectSpaceNormal =                          input.normalOS;
            output.ObjectSpaceTangent =                         input.tangentOS.xyz;
            output.ObjectSpacePosition =                        input.positionOS;
        
            return output;
        }
        SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
        {
            SurfaceDescriptionInputs output;
            ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
        
        #ifdef HAVE_VFX_MODIFICATION
        #if VFX_USE_GRAPH_VALUES
            uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
            /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
        #endif
            /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
        
        #endif
        
            
        
        
        
        
        
        
            #if UNITY_UV_STARTS_AT_TOP
            #else
            #endif
        
        
            output.uv0 = input.texCoord0;
            output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
        #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign =                    IS_FRONT_VFACE(input.cullFace, true, false);
        #else
        #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        #endif
        #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
        
                return output;
        }
        
        // --------------------------------------------------
        // Main
        
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
        #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
        
        // --------------------------------------------------
        // Visual Effect Vertex Invocations
        #ifdef HAVE_VFX_MODIFICATION
        #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
        #endif
        
        ENDHLSL
        }
         
    }
    CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
    CustomEditorForRenderPipeline "UnityEditor.ShaderGraphUnlitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset"
    FallBack "Hidden/Shader Graph/FallbackError"
}